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1075756 Posts in 44140 Topics- by 36111 Members - Latest Member: Uncle Scotty

December 29, 2014, 12:04:52 AM
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Pages: 1 ... 16 17 [18] 19 20 ... 136
341  Player / Games / Re: favorite retro game on: June 20, 2014, 10:38:37 AM
Oh man.

The days of shareware, DOS, and the Encyclopedia of Games discs.
342  Player / Games / Re: favorite retro game on: June 19, 2014, 09:54:54 PM
Arvoesine was pretty fun.

Lyle in Cube Sector

Yeah, that game was pretty great. Have yet to 100% it, though. Shocked
343  Player / Games / Re: What are you playing? on: June 19, 2014, 09:52:44 PM
Started playing Super Mario Galaxy.  It's fun, well designed with lots of creative stuff, and mirrors the quality that would be seen in later games on the Wii U ..

Buuuuuuut I keep feeling like it hardly seems like a Mario game.  And why is Peach even in the story when there's Rosalina and the star things to make up the plot?  Feels tacked on.

I feel like Nintendo missed a chance to come up with a new IP for the Galaxy series.  Would've been a breath of fresh air, instead it ends up feeling like a new type of game with Mario slapped on it.

It's not like they were at risk and had to play it safe, seeing as the Wii was selling a bajillion consoles per second at the time.  Oh well.

Rosalina's design is super close to Peach's, for sure. It's weird because I played through it expecting her to be related in some way to Peach, like a long-lost sister or a cousin or something - an old Princess of the Mushroom Kingdom, perhaps.

☆~ N o p e ! ~☆

Eh, they could've used another IP, but it still felt Mario-ish to me.
344  Developer / Art / Re: show us some of your pixel work on: June 19, 2014, 02:32:40 PM

I made my first commission ever yesterday.

Congratulations! This is really, really good, but I think her hips should be tilted a bit more clockwise.
345  Developer / Art / Re: show us some of your pixel work on: June 18, 2014, 10:35:18 PM
@Conker / Rakugaki - Thanks a lot! His hair doesn't move enough, I think, but I like it, still.

@Carrion - Weird and unsettling characters. Nice work nonetheless, though!
346  Feedback / DevLogs / Re: Jack the Reaper - SNES-inspired platformer (New demo and trailer) on: June 17, 2014, 10:12:13 PM
Okay finally got the nerve to open IE and download it. Chrome won't let you "keep it anyway" as far as I can tell. You're only option is to dismiss. I'm excited to finally try it!

If you go to your Downloads you have the option to dismiss Chrome's findings.
347  Feedback / DevLogs / Re: blockcillin on: June 17, 2014, 10:08:58 PM
Pretty solid game overall. It's very much like Tetris Attack and Pokemon Puzzle League, but without the ability to do combos. Nice work on the mechanics, nonetheless. I played for 7 minutes or so and got up to 37600 before I lost.
348  Feedback / DevLogs / Re: Vagante (Alpha Up) on: June 17, 2014, 07:59:29 AM
Why does everything try to KILL ME in this game, I love it

I concur with the visibility issue brought up by adnzzzzZ. As much as I enjoy Vagante's eagerness to murder me, it's jarring when i'm just strolling along, and then suddenly end up in Hades because I couldn't see where i was going.

Agreed, the darkness can be really difficult to deal with. Maybe make a line-of-sight feature that lightens things up if you can see them? Perhaps if you press down or up or something?

Despite all that this feels really good to play. If it was on Early Access or something like that I'd definitely pay for it.

Also agreed.
349  Feedback / DevLogs / Re: Gearend - 2D Metroidvania on: June 17, 2014, 12:39:27 AM
Thanks, man.

I started refactoring more of my code today, but it was more work than it was worth, I think. I ended up undoing the changes and going back to the previous code, haha.

I tweaked my palette a bit to get some better colors and re-animated the NPC that will stand in as the kind of overseer of the area.



New overseer's on the left.
350  Developer / Art / Re: show us some of your pixel work on: June 16, 2014, 11:47:14 PM
351  Feedback / DevLogs / Re: Kingdoms, a simulator-RPG on: June 16, 2014, 08:18:38 PM
Interesting, again. This kind of conceptual and abstract game design is fun to think about. How do you plan on handling someone who has an exceptionally high perception level but that gets stricken with blindness or deafness? Would it just not "take"?

What about if the player gets blinded or deafened - would that influence your display of the game world at all?
352  Feedback / DevLogs / Re: Kingdoms, a simulator-RPG on: June 16, 2014, 06:49:25 PM
That's cool. I'd think "+name:item" might be an easier way to say "append", but it's interesting to see you approaching this from the base level of your own class / scripting language syntax.
353  Feedback / DevLogs / Re: Vagante (Alpha Up) on: June 16, 2014, 06:47:45 PM
Yeah, it's pretty fun so far. Nice combat and pretty solid platforming, though controlling the player feels a bit clunky, like he doesn't accelerate and decelerate as fast as I would like. Love the graphics and overall feel.
354  Developer / Technical / Re: What are you programming RIGHT NOW? on: June 15, 2014, 08:51:37 PM
Sorry to hear that. Although, sometimes you're right, and you have to just abandon certain approaches if they prove to be too time-consuming.

Have you tried making a plane that's subdivided several times, moving the leading vertices to the mouse cursor, and making the following vertices trail behind that position by a few ticks, like a standard weapon or movement trail?

Have you tried simply spawning particles, or additive blended planes where the cursor is, and having them fade out or get smaller over time? At a high-framerate and without moving the mouse cursor a lot, it's an effective approach, I think.
355  Feedback / DevLogs / Re: Steel Assault - A 2D Sidescrolling Action Game on: June 14, 2014, 07:55:16 PM
Indeed, really awesome retro art!
356  Developer / Art / Re: Mockups, or the "Please say this is going to be a game" thread on: June 14, 2014, 04:58:58 PM

Cool. I like the puzzle mechanics. The perspective of the tiles are kinda all over the place, but I'm not sure if you want to fix it or not.
357  Developer / Workshop / Re: Pixel art , various WIPs and stuff on: June 14, 2014, 04:55:11 PM
Those are pretty cool, but the right legs on the characters seem smaller because they're the same length as the other leg, which is spread out. Try spreading out the right leg more-so.

The sprites themselves are kinda low-res, so I'm not sure if I would give them an outline if you're trying to maintain these proportions. If so, you could make them colored to allow for a bit more fidelity and give you some more room to work with (maybe; not sure if this is a good idea at the moment).

The characters' arms are a bit too short - with hands balled up into fists, arms basically come down toward the bottom of the crotch. I think an extra pixel might help a bit.

You could try drawing a more dynamically posed base (a "fighting" base, regardless of the actual nature of the individual unit).
358  Developer / Art / Re: show us some of your pixel work on: June 14, 2014, 04:51:40 PM
Cool cows, though I think you could change the bull's pose to make him more readable and give him a more defined silhouette, I think. It's kind of an odd pose that doesn't show much of him overall.
359  Feedback / DevLogs / Re: Warlocks - multiplayer wizard brawler on: June 14, 2014, 04:49:56 PM
Is it a merchant? Also, that dinosaur's really, really small, or that otter's really, really large. Durr...?
360  Feedback / DevLogs / Re: S L O W [urban screen game] on: June 14, 2014, 04:49:23 PM
Maybe you could change the color of the motion flow data according to the area of the screen it's in (like green's in the top-left corner, purple's in the middle, red in the bottom-right, etc)?
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